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Written by: Ethan Skemp Layout: matt milberger Art: James Ryman World of Darkness created by Mark Rein•Hagen
MENTAL OOOOOPHYSICAL OOOOOSOCIAL OOOOO
STORYTELLING ADVENTURE SYSTEMSCENES
8XP LEVEL
0-34
Written by: Ethan Skemp Layout: matt milberger Art: James Ryman World of Darkness created by Mark Rein•Hagen
© 2007 CCP, Inc. All rights reserved. Reproduc ion without the written permission of the publisher is expressly forbidden, except for the purposes of reviews, and for blank character sheets, which may be reproduced for personal use only. White Wolf, Vampire and World of Darkness are registered trademarks of CCP, Inc. A l rights reserved. Vampire the Requiem, Werewo f the Forsaken, Mage the Awakening, Promethean the Created, Storytelling System and Parlor Games are trademarks of CCP, Inc. All rights reserved. All characters, names, places and text herein are copyrighted by CCP, Inc. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. This book uses the supernatural for set ings, characters and themes. All mystical and supernatural elements are fiction and intended for entertainment purposes only. This book contains mature content. Reader discretion is advised.
Check out Wh te Wolf online at h tp://www.white-wolf.com
MENTAL OOOOOPHYSICAL OOOOOSOCIAL OOOOO
STORYTELLING ADVENTURE SYSTEMSCENES
8XP LEVEL
0-34
1
PAR
LOR
GA
MES
INT
ROD
UC
TIO
N
2
PAR
LOR
GA
MES
BA
CK
GRO
UN
D & SETU
P
3
PAR
LOR
GA
MES
BA
CK
GRO
UN
D & SETU
P
4
PAR
LOR
GA
MES
BA
CK
GRO
UN
D & SETU
P
5
PAR
LOR
GA
MES
RUMOR
RUMOR
BA
CK
GRO
UN
D & SETU
P
RUMOR
RUMOR
RUMOR
RUMOR
6
PAR
LOR
GA
MES
RUMOR
BA
CK
GRO
UN
D & SETU
P
RUMOR
7
PAR
LOR
GA
MES
CA
ST OF PLA
YERS
8
PAR
LOR
GA
MES
CA
ST OF PLA
YERS
9
PAR
LOR
GA
MES
CA
ST OF PLA
YERS
10
PAR
LOR
GA
MES
i u Intelligence 2, Wits 3, Resolve 2y i i u Strength 4, Dexterity 3, Stamina 3
Presence 3, Manipulation 1, Composure 3 S Investigation 1, Medicine (First Aid) 1, Occult (The Shadow) 2,
Politics (Azlu) 1i S i Athletics 3, Brawl (Grapple) 3, Drive 1, Firearms 1, Larceny
(B&E) 1, Stealth (Stalk) 3, Survival (Tracking) 2, Weaponry (Stake) 2a k s Empathy (Azlu) 1, Intimidation (Coldly Cruel) 3, Socialize (Lady-
bird Room) 1, Streetwise (Former Life) 2, Subterfuge (Pass as Human) 2i Iron Stomach, Language: English, Strong Back, Toxin Resistance
8Wi 5
n 3i Faith. Kusthuthun is a wise master. He knows what needs to be done.i Wrath. How dare they endanger the den?
6f s 3
12at a an 1
s ts Toxic Bite, Wall Climbs tta ks a
Punch 1(B) Bite 2(L) 9Grapple special 8
m r None
t tt t Intelligence 3, Wits 4, Resolve 4ys a tt t s Strength 5, Dexterity 3, Stamina 6
a tt t s Presence 4, Manipulation 3, Composure 4ta Sk s Academics 1, Crafts (Skin-Curing, Leatherworking) 4, Investiga-
tion 2, Medicine 1, Occult (Azlu, the Shadow) 3, Politics 1i Ski Athletics (Web Movement) 3, Brawl (Grapple) 4, Larceny
(Windows) 2, Stealth (Lurk) 4, Survival (Urban) 2S a k s Empathy (Understanding Humans) 2, Expression (1), Intimida-tion (True Form) 4, Persuasion (Gentle) 2, Socialize (Making the Rounds) 3, Streetwise (Dangerous People) 2, Subterfuge (Playing Human) 3
ts Brawling Dodge, Fast Refl exes 2, Giant, Iron Stomach, Language: English, Resources 4, Strong Back, Toxin Resistance, Retainer 5+ (the Jacks)
Punch 1(B)
Grapple special 8
CA
ST OF PLA
YERS
11
PAR
LOR
GA
MES
8Wi 8
n 7 Prudence. Waste not, want not.
Sloth. Things have been going fi ne for a while; why bother with every little detail?
i i iv 9f 3
14 n 4
Eviscerating Bone-Scythes*, Gauntlet Webs, Pedipalps*, Retractable Chelicerae*, Skin-Worker*, Swarm Discorporation, Toxic Bite, Wall Climb
tt s m
Bite 2(L) 11Body slam 3(B) 12Bone scythe 3(L) 13Grapple special 10
m 2/2 (Chitin)• i i i Kusthuthun gains extra balance and grappling ability from its surfeit of limbs. The Azlu gains a +1 modifi er to all rolls involving arm strength (including brawling and lifting objects), and a +2 modifi er to all rolls involving balance and running. These bonuses are lost if the excess limbs are removed. • i i B h Kusthuthun’s outsized limb can be used as a single gruesome attack. If the Azlu spends one Essence prior to making an at-tack, the damage infl icted by a successful hit that turn becomes aggravated. If the Azlu misses with this attack, the Essence is wasted.• a s In its natural form, the Leatherworker has two large pedipalps fl anking its mouth that can be used to fasten onto prey and draw them in. These pedipalps add a bonus of +1 to Bite and Grapple rolls when used. In ad-dition, they can be used to inject a Toxicity 7 venom with a successful Bite at-tack; the Azlu has enough venom for three doses before it must rest and feed to generate more. The pedipalps cannot be used (either to modify attack rolls or as an attack on their own) without tearing the Azlu’s stolen human skin. • R t a t c a The interior of Kusthuthun’s mouth is a grinding collection of spider mouthparts, giving it a vicious bite attack. These chelic-erae can fold back into the inside of the Azlu’s head, however, allowing him to speak English without distortion. • i k Unlike most Azlu, Kusthuthun can use its silk and delicate “fi ngers” to mend a torn and discarded skin, allowing it to pose as a single hu-man almost indefi nitely. Its skill also keeps the skin perfectly preserved and immune to decay.
Bite 2(L) 11
Bone scythe 3(L) 13
SCEN
ES
PARLOR GAMES SCENE FLOW
THE JACKS
MENTAL PHYSICAL SOCIAL
MEETING MR. GUSTAVUS
MENTAL PHYSICAL SOCIAL
BEHIND THE TRAPDOOR
MENTAL PHYSICAL SOCIAL
THE UNFORTUNATE MR. ROSETTI
MENTAL PHYSICAL SOCIAL
THE FRONT DOOR
MENTAL PHYSICAL SOCIAL
THE LADYBIRD ROOM
MENTAL PHYSICAL SOCIAL
CATCHING THE SCENT
MENTAL PHYSICAL SOCIAL
DIALING THE NUMBER
MENTAL PHYSICAL SOCIAL
13
PAR
LOR
GA
MES
MENTAL PHYSICAL SOCIAL
CA
TCH
ING
THE SC
ENT
14
PAR
LOR
GA
MES
CA
TCH
ING
THE SC
ENT
15
PAR
LOR
GA
MES
MENTAL PHYSICAL SOCIAL
DIA
LING
THE N
UM
BER
16
PAR
LOR
GA
MES
MENTAL PHYSICAL SOCIAL
THE UNFORTUNATE MR. ROSETTI
17
PAR
LOR
GA
MES
THE UNFORTUNATE MR. ROSETTI
18
PAR
LOR
GA
MES
19
PAR
LOR
GA
MES
MENTAL PHYSICAL SOCIAL
THE JA
CK
S
20
PAR
LOR
GA
MES TH
E JAC
KS
21
PAR
LOR
GA
MES
MENTAL PHYSICAL SOCIAL
THE GAUNTLET
The wall between worlds is very thick around the Ladybird Room. Although the place-that-isn’t is a supernatural location, which normally implies a weaker Gauntlet, it is its own pocket realm with near-impenetrable walls. In addition, the Azlu in residence has spun its Gauntlet webs to keep unwanted pests from discovering its secret parlor. As a result, the Gauntlet imposes a –4 penalty to all appropriate rolls.
THE FRO
NT D
OO
R
22
PAR
LOR
GA
MES
MENTAL PHYSICAL SOCIAL
THE LA
DYBI
RD RO
OM
23
PAR
LOR
GA
MES
THE LA
DYBI
RD RO
OM
24
PAR
LOR
GA
MES
THE LA
DYBI
RD RO
OM
THE LADYBIRD ROOMNORTH
26
PAR
LOR
GA
MES
MENTAL PHYSICAL SOCIAL
MEET
ING
MR
. GU
STAV
US
27
PAR
LOR
GA
MES
28
PAR
LOR
GA
MES
MENTAL PHYSICAL SOCIAL
BEH
IND
THE TR
APD
OO
R
29
PAR
LOR
GA
MES A
FTER
MA
TH
SCENE:
PCS
H I N D R A N C E S H E L P
STS
SCENE:MENTAL PHYSICAL SOCIAL
H I N D R A N C E S H E L P
PCS
STS
MENTAL PHYSICAL SOCIAL
SCENE:
H I N D R A N C E S H E L P
PCS
STS
SCENE:MENTAL PHYSICAL SOCIAL
H I N D R A N C E S H E L P
PCS
STS
MENTAL PHYSICAL SOCIAL
SCENE:MENTAL PHYSICAL SOCIAL
H I N D R A N C E S H E L P
PCS
STS
SCENE:MENTAL PHYSICAL SOCIAL
H I N D R A N C E S H E L P
PCS
STS
SCENE:MENTAL PHYSICAL SOCIAL
H I N D R A N C E S H E L P
PCS
STS
SCENE:MENTAL PHYSICAL SOCIAL
H I N D R A N C E S H E L P
PCS
STS